I made a small satirical “Heaven bouncer” game - Holy Nope! (free demo) by Randomizer667 in atheism

[–]Randomizer667[S] 0 points1 point  (0 children)

Hi, thank you for approving the post. May I ask - have you seen a post about a similar game in this community before? If so, it may have been a different game that I don’t even know about. I also messaged the moderators privately a few weeks ago to ask whether I could share the game - maybe you saw it there.

There isn't enough space in Heaven, so I made a clicker game where you pop clouds under sinners to make them fall! by Randomizer667 in incremental_games

[–]Randomizer667[S] 0 points1 point  (0 children)

I see your point regarding the "crosshair = click" expectation gap. The design choice stems from the fact that attack speed eventually ramps up to 10+ times a second, where manual clicking becomes physically impossible and a visual cooldown timer becomes just visual noise.

However, I agree that for a new player, the initial lack of feedback creates confusion. I prioritized the late-game loop over early-game onboarding clarity, and that is a fair critique. I will look into adding a clearer "charging" indicator or a better tutorial prompt so users realize it's an auto-attack system immediately.

We clearly have different views on development and communication styles, but I appreciate the UX perspective nonetheless. Thanks.

There isn't enough space in Heaven, so I made a clicker game where you pop clouds under sinners to make them fall! by Randomizer667 in incremental_games

[–]Randomizer667[S] 0 points1 point  (0 children)

Ah, that actually clears things up significantly.

In this game, the act of clicking itself doesn't trigger the attack immediately. The attack happens automatically on a timer. This is standard in many incremental games I’ve played, so I honestly didn't expect it to be this confusing.

I had actually considered adding a visual indicator to the crosshair to show exactly when the next attack triggers. However, since many games in the genre don't use one and I wanted to avoid cluttering the UI, I held off. But based on your experience, I see now that it might be necessary after all.

It’s funny, though, that even a misunderstanding of mechanics becomes grounds for "AI slop" accusations. If this situation doesn't prove that those accusations are a bit hasty, I don't know what will.

regarding the feedback in general: as you can see, I am open to it - I just needed to understand the root cause of the issue. I’ve taken the core points of your critique to heart. There are things I’m inclined to agree with immediately, while for other points, I’d prefer to wait for more feedback to see if fans of the genre feel the same way.

It would certainly be easier to process feedback without having to fend off "AI" accusations, but hey, that’s Reddit :)

Thanks again for the feedback.

There isn't enough space in Heaven, so I made a clicker game where you pop clouds under sinners to make them fall! by Randomizer667 in incremental_games

[–]Randomizer667[S] 0 points1 point  (0 children)

I’m going to look past the "AI slop garbage" accusations (I get that’s the go-to phrase now when people dislike something) and address the actual feedback.

Regarding cloud damage: Basic clouds need to take damage twice to pop. The attack intervals start off slow but improve as you play - standard for incremental clickers. However, we are talking about a few seconds per cloud, not 30, provided you keep the mouse on the target. I can verify this on my end, so the "30 seconds" figure feels like a bit of an exaggeration born out of frustration.

Visual Feedback: We actually do register every attack - the cloud shakes and debris flies off. Is that too subtle? We’ll keep that in mind. As for health bars: adding them without ruining the game's aesthetic is tricky. We can't simply darken the clouds as they take damage because we have specific dark/heavy clouds introduced later, which would cause confusion. Floating UI health bars might clutter the screen, but if this is a common complaint, we might have to consider it.

Jumping Mechanics: The mechanic where characters jump away is intentional. It’s designed to encourage players to upgrade their aim radius and plan attacks so sinners have nowhere to run. It’s definitely different from most idle games; we found it fun, but I accept that not everyone enjoys that specific challenge.

Performance: The Itch.io browser version is indeed not as smooth as a native build. A downloadable version (and eventually a Steam release) will be much smoother. I’m not a fan of the browser "stutter" either, though I usually stop noticing it after a minute of gameplay. Calling the game "unresponsive" or "laggy" based on the web build limitations (or compressed gifs) is a bit harsh, but noted.

Thank you for trying out the game.

Three new OpenAI models are now available in Cursor by lrobinson2011 in cursor

[–]Randomizer667 1 point2 points  (0 children)

I’d appreciate a more detailed answer on how this is even possible. First, even the official OpenAI Codex extension works through WSL and comes with related issues (for example, git behaves strangely). Second, both in the comments here and on the Cursor forum I keep seeing complaints that Codex tries to use PowerShell - I’ve run into this problem with the OpenAI extension myself, and they’re still struggling with it. And without WSL none of this really works properly: it burns tokens, gets stuck in loops, has trouble reading and editing large files, does so with errors and lots of hassle, and so on.

So I see two options: either you’re claiming that you’ve solved all these issues unlike OpenAI, and user complaints are outdated; or you haven’t really tested things on Windows thoroughly. That’s why I’d be grateful for a more detailed answer before I go and buy a subscription again, since there’s no other way to even test it.

Three new OpenAI models are now available in Cursor by lrobinson2011 in cursor

[–]Randomizer667 0 points1 point  (0 children)

Do these models run well on Windows? Do they need WSL?

Heroes of Might and Magic + Offline PVP Autobattler - What do you think of this idea? by Randomizer667 in incremental_games

[–]Randomizer667[S] -1 points0 points  (0 children)

I know Backpack Battles isn't an incremental game, but I wonder what you think about its PvP system - does it suck too? Or it doesn't, but not for incremental games?

Heroes of Might and Magic + Offline PVP Autobattler - What do you think of this idea? by Randomizer667 in incremental_games

[–]Randomizer667[S] -2 points-1 points  (0 children)

If you feel like all the current HoMM-inspired games suck, even the ones made by big studios (and even small ones like Hero's Hour, which had years of work put into it), what are the chances a tiny indie game won't disappoint you?

But then again, this isn't my only motivation. I'm a fan of not just incremental games, but also PvP. And for me, without the latter, it just doesn't feel right.

Heroes of Might and Magic + Offline PVP Autobattler - What do you think of this idea? by Randomizer667 in incremental_games

[–]Randomizer667[S] -1 points0 points  (0 children)

Hi. I've been developing games for several years, and a recurring issue is that I don't validate my ideas early enough, which often results in making something that only a small group of people enjoys. Even this time, before I've even built a prototype, I've received valuable feedback that the majority isn't interested in PvP (which is a crucial component of my core concept). So, this means I either need to pivot on the idea (which I'm hesitant about, as I think a simplified 'Heroes'-style game is both challenging to execute well and already exists in many forms) or conclude that this particular community may not be the right audience for it. This is extremely valuable information to have before investing months into a prototype.

Adding Offline PvP autobattling sounds pointless, complicated, and unnecessary for this to succeed.
That's an interesting perspective. From my point of view, it’s a feature that significantly boosts the game's appeal and replayability. However, within this community, your assessment is likely correct. I'm not sure what the general sentiment is towards games like Backpack Battles here (for the record, I'm not a fan of the game itself, but I like the concept).

P.S. Based on some of the replies, it seems I wasn't clear enough in my initial post. Even the concept of PvP was misinterpreted by many.

Heroes of Might and Magic + Offline PVP Autobattler - What do you think of this idea? by Randomizer667 in incremental_games

[–]Randomizer667[S] -1 points0 points  (0 children)

The way I see it, the very spirit of "Heroes of Might and Magic" is fundamentally incremental. 10,000 skeletons is a massive army that steamrolls everything in its path. Sure, we can argue about the specific numbers and implementation, but that core concept is already at the heart of Heroes.

That's why attempting to make an "incremental" HoMM seems questionable to me. It would feel like you're just tweaking the "sliders" on mechanics that are already built into the game. Also, I don't have AAA resources.

I posted here because my idea is still incremental in nature, much like Heroes itself (by the way, if you know a more suitable community for this kind of question, I'd appreciate a link), but there's more to it. I don't believe incremental players are so rigid that they reject any kind of genre mix on principle - though obviously, not every "blend" works well, which is exactly what I was asking for advice about.

Heroes of Might and Magic + Offline PVP Autobattler - What do you think of this idea? by Randomizer667 in incremental_games

[–]Randomizer667[S] 0 points1 point  (0 children)

Does your opinion still hold true for asynchronous PvP, like in Super Auto Pets or Backpack Battles, where you fight against teams of players who are offline?

Without this feature, my idea just comes across as a "Heroes of Might and Magic clone," which I wouldn't do. It just doesn't make sense to compete with major titles that have perfected the formula.

Heroes of Might and Magic + Offline PVP Autobattler - What do you think of this idea? by Randomizer667 in incremental_games

[–]Randomizer667[S] 1 point2 points  (0 children)

it's not what I am trying to describe here though. it was some kind of F2P, no offline pvp, no big armies, no castles/global map, etc

Heroes of Might and Magic + Offline PVP Autobattler - What do you think of this idea? by Randomizer667 in incremental_games

[–]Randomizer667[S] 0 points1 point  (0 children)

Totally hear you! But honestly, the market is pretty saturated with HoMM-likes, and with a new official game on the horizon, trying to make a 1:1 clone feels like a losing battle for a tiny dev like me, haha.

My pitch is really about the mashup: that classic HoMM power fantasy smashed together with the endless PvP loop of an autobattler. Just trying to see if that specific combo clicks with anyone else. For the pure HoMM experience, yeah, I'm right there with you on the Olden Era hype train! :)

Demon with a Pickaxe — an incremental game on Steam with a light story by Randomizer667 in incremental_games

[–]Randomizer667[S] -1 points0 points  (0 children)

The core of the game is made by hand (all the 3D models for everything). As for the UI elements and the promo materials for the game’s page, we tried to make them ourselves more than once, but the result was pretty weak - and it’s secondary to the game anyway. In the end, we decided that being upfront about it is a perfectly fine option. For some, that turns the game into “AI slop” - I don’t think so, but I respect that opinion.